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DoubleYou

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Everything posted by DoubleYou

  1. Yes, and FYI, we are currently not cleaning them for Fallout 4, since they don't have the Large References bugs and the current word is to not clean them. It seems this just gets very nuanced as time goes on, and likely should be evaluated on a per-game and perhaps even a per-plugin basis in case bugs are found.
  2. I have to disagree. It is the argument of self-driving cars versus driving your own car. Some see self-driving cars as a savior to rid them of the menial task of driving the car. Others see driving the car as a very important and even enjoyable task. There are arguments on both sides supporting both. The issue with self-driving cars is the same as automatic mod installation. It works great until it does something undesired. It might take a different route to your destination then you would have taken if doing it yourself. It might choose a tree mod you dislike. It could even encounter a software issue and fail spectacularly. Development and deployment of self-driving cars is extremely difficult work. The same is true, of course to a lesser degree, with prepping and maintaining a correct mod list. Tech isn't providing the evidence you desire because, to him, it is self-evident due to the large amount of time and experience he has. You must understand that he is not anti-Collections or anti-Wabbajack in that he would stop people from using them if he could. He has instead expressed no interest in developing and maintaining one via his own free time. That is work. We find working on stuff we enjoy enjoyable. If we must work on stuff we don't enjoy, we will naturally want to retire from that asap.
  3. Regenerate xLODGen with the settings found here: https://stepmodifications.org/wiki/SkyrimSE:2.1.0#xLODGen You specifically screwed up the LOD32 settings.
  4. My money is on Embers XD.
  5. I feel that the Wabbajack solution is a much better system at this point. I do agree that I much rather do it manually. I have considered making a Wabbajack, but honestly, don't have the time currently. I much rather make a guide. I feel that the guide is going to always be the baseline upon which people will truly learn the modding process and upon which potential professional Collections or Wabbajacks will be developed.
  6. I considered making higher quality versions for the map itself, as my main reason for using lod32 is to ensure I don't kill my performance in game. My lod_3 models are z height adjusted versions of my lod_0 lods (I created them all from scratch since I might as well have near perfect road lods in game as well). My lod_1 versions are lower poly then either. I planned to include a DynDOLOD rule tweak to set it correctly. I can of course use lod_2, but was worried about people accidentally placing them in lod16 and bogging down performance.
  7. No, I'm not upset at all lol. We have lots of advanced modders who do what you are doing, and that is all perfectly fine. Some even customize the Step Patch to their needs by removing masters they don't want, and such and so forth. Just wanted to make sure you understood this.
  8. The Step Conflict Resolution Patch contains a number of fixes beyond mere conflict resolution. If you can use it (dependent upon if you are missing any of its masters or not), you probably should. Otherwise, customize and patch as you see fit. The guide isn't designed as a pick and choose kind of guide, so be aware that not all instructions apply when using it as such, and you will need to use your best judgement to decide on these things.
  9. I'm testing some new road LODs I made so that I can display the roads on the map. Therefore, I named them with the _3 modifier. Unfortunately, it seems that DynDOLOD for some reason skips them if they are named _3. Logs: https://mega.nz/file/1QhGVTDS#-dIWlZk3TCCdRvYCTSH8PB3OWdvNmLR72oUQBBk55PM In this run, for demonstration, I set my normal roads, saved with _3 (e.g., Road3way01_lod_3.nif), as Level3, and the Blackreach roads (e.g. dweroad3way01_lod_2.nif) to Level2. The Level2 Blackreach roads show, but the normal roads aren't added at all to the BTO. Checking the LODGen export, it doesn't appear to find the _3 nifs. If I rename them to _2 they find them correctly and as expected.
  10. As long as you use the Step Patch - Conflict Resolution, the setting will be marked Billboard4 automatically by default, with or without ACMOS.
  11. This is stuck object lod. Solution: use DynDOLOD.
  12. I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?
  13. It likely works for all of the ones that make use of the *.lod lodsettings file. It's for mod development.
  14. I hear you on that. Definitely addicting, and it's fantastic not having a "boss" telling me how I need to do it. And if I do a bad job, users can complain, but that's it lol.
  15. 1. There are a number of ways this can happen. You have a plugin INI that contains the setting set to a different value. Plugin INI files overwrite SkyrimCustom.ini You are editing the wrong INI file You have the syntax wrong Some users have reported that the changes made by the PrivateProfileRedirector SE mod can sometimes cause INI settings to not work correctly Something else I just tested it, and it worked fine for me. 2. I just tested it and it worked fine for me, so I don't know what is the issue on your end. Probably spelled something wrong.
  16. Discussion topic: LodFileGenerator by Geggakloss Wiki Link This tool is able to create the lodsettings (*.lod) files for worldspaces. For reference, since I just had a terrible time troubleshooting this, you need to install the 32-bit runtime of Java for this program to launch. I didn't find this information mentioned anywhere, and it's a critical dependency.
  17. Adjusting INI settings is only going to mask this problem. It is better to fix issues like this at the source, which is how your journey as a mod author begins.
  18. Discussion topic: Dynamic Animal Variants SPID by Dylan James, Bellyache, fadingsignal Wiki Link I remember when we had Automatic Variants, which was a pain to use, so I never really used it. This looks much better, and its using the Bellyache textures too.
  19. Discussion topic: No More Swimming In Air by Exalderan Wiki Link Looks like an easy add.
  20. Discussion topic: Icy Mesh Remaster by Bionic Wiki Link It looks like someone finally fixed these ugly meshes.
  21. I propose we change from BC7 Max to BC7 Quick. There is no noticeable difference for LOD, and BC7 Quick generated 50% faster for me (28 minutes versus 47 minutes). Edit: Nevermind. I'm tired. Appears we already did that and I just never changed the settings on my side.
  22. Nah, you're going about it wrong. This isn't an engine bug. Pretty sure this is cut and dry simple z-fighting. There are several ways you can try and fix that. Modify placement Modify mesh Probably other ways too Wouldn't be surprised if someone else hasn't already fixed it.
  23. Yeah, I briefly tested the other day and saw this issue with our setup. Can't say I ever noticed it before.
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